• Title/Summary/Keyword: 구성원 인식

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Text Mining-Based Analysis of Hyundai Automobile Consumer Satisfaction and Dissatisfaction Factors in the Chinese Market: A Comparison with Other Brands (텍스트 마이닝을 이용한 현대 자동차 중국시장 소비자의 만족 및 불만족 요인 분석 연구: 다른 브랜드와의 비교)

  • Cui Ran;Inyong Nam
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.539-549
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    • 2024
  • This study employed text mining techniques like frequency analysis, word clouds, and LDA topic modeling to assess consumer satisfaction and dissatisfaction with Hyundai Motor Company in the Chinese market, compared to brands such as Toyota, Volkswagen, Buick, and Geely. Focusing on compact vehicles from these brands between 2021 and 2023, this study analyzed customer reviews. The results indicated Hyundai Avante's positive factors, including a long wheelbase. However, it also highlighted dissatisfaction aspects like Manipulate, engine performance, trunk space, chassis and suspension, safety features, quantity and brand of audio speakers, music membership service, separation band, screen reflection, CarLife, and map services. Addressing these issues could significantly enhance Hyundai's competitiveness in the Chinese market. Previous studies mainly focused on literature research and surveys, which only revealed consumer perceptions limited to the variables set by the researchers. This study, through text mining and comparing various car brands, aims to gain a deeper understanding of market trends and consumer preferences, providing useful information for marketing strategies of Hyundai and other brands in the Chinese market.

The Impact of the Manufacturing AI Introduction Environment on Technology Trust and Intention to Utilize: Focusing on the TOE Framework (제조AI 도입환경이 기술신뢰와 활용의도에 미치는 영향에 관한 연구: TOE 프레임워크를 중심으로)

  • Wan-Soo Lim;Hyeon-Suk Park
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.101-117
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    • 2024
  • This study empirically analyzed the factors affecting the intention to utilize manufacturing AI in SM-sized manufacturers by applying the TOE framework. Independent variables that are expected to influence were applied, focusing on TOE factors and managerial characteristics that reflect the characteristics of SME manufacturers. In addition, the mediating effect of technology trust and the moderating effect of factory location were analyzed. The results are as follows. First, the relationship between the independent variables and the dependent variable was tested, and the direct effects of the independent variables(complexity, organizational innovation, IT ability, competitive pressure, partner support, and managerial innovation) on the dependent variable were all statistically significant, except for compatibility. Second, the mediation effect of technology trustness was verified to have a full mediation effect between compatibility and utilization intention, and a partial mediation effect between managerial innovation and utilization intention. Third, among the seven independent variables, the moderating effect of factory location(metropolitan and non-metro) between the three independent variables of IT ability, competitive pressure, and partner support and the utilization intention was found to be significant. To increase the intention to utilize manufacturing AI for SM-sized manufacturers, it is recommended that more diverse and broader studies are needed, not only the factors identified in this study, but also the understanding and awareness of manufacturing AI.

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

A Comparative Study Concerning the Psychopathologies between the Patients with Peptic Ulcer and Those with Essential Hypertension - Focused on Medically-Ill Out Patients - (소화성 궤양과 본태성 고혈압 환자의 정신병리에 관한 비교 연구 - 내과외래환자를 중심으로 -)

  • Choi, Hyun-Kyoung;Kim, Chan-Woo;Lee, Dong-Gun;Kwak, Chung-Whan;Park, Seung-Ken;Park, Hee-Ouk;Ok, Jong-Whan;Kim, Jeong-Gee
    • Korean Journal of Psychosomatic Medicine
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    • v.11 no.2
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    • pp.149-158
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    • 2003
  • Objectives: The authors studied the anxiety, depression and psychological characteristics of medical out-patients, which are diagnosed as peptic ulcer disorder and essential hypertension. We also examined the state of psychiatric consultation. Methods: The subjects were composed of 56 patients with peptic ulcer disorder, 44 patients with essential hypertension and 116 controls. STAI, BDI and SCL-90R was administered to all subjects. Chart review, telephone interview and Self report questionnaire of etiology and severity of illness, drug compliance and so forth were performed in disease groups. Results: Considerable depression was noticed in 39.3% among the patients with peptic ulcer disorder, 27.7% in hypertension and 12.1% in control group by BDI. State anxiety was noticed in 44.6% among the patients with peptic ulcer disorder, 54.5% in hypertension and 18.1% in control group by State anxiety. Trait anxiety was noticed in 42.9% among the patients with peptic ulcer disorder, 34.1% in hypertension and 25.8% in control group by Trait anxiety. The higher SOM, BDI, STAI, the lower drug compliance and rapport. Psychological problems are considered of the most important etiology in 48.2% of peptic ulcer group and 45.7% of hypertensive group. But psychiatric consultation is made only in 1.8% of peptic ulcer group and 2.3% of hypertensive group. Conclusions: Anxiety and depression are common phenomena in medical outpatients. In comparison with the normal control group, peptic ulcer group showed significantly higher trait anxiety and depression and hypertensive group higher state anxiety. These characteristics are related to the drug compliance and doctor-patient relationship. These results suggested the needs of active psychiatric consultation.

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The Effects of a Nutrition and Body Shape Education Program as Part of Health Promoting Projects in an Elementary School (초등학교 건강한 학교 만들기 사업에서 수행한 영양 및 신체상 교육 프로그램의 효과)

  • Shim, Eu-Gene;Kim, Jin-Soon;Ji, Se-Min;Sohn, Tae-Yong;Hwang, Jin-Ah;Chung, Eun-Jung
    • Journal of Nutrition and Health
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    • v.43 no.4
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    • pp.382-394
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    • 2010
  • The purpose of this study was to evaluate the effects of a nutrition education program as part of health promoting projects in an elementary school. A total of 168 students in the 4th grade were enrolled in the program for 6 months. A self-administered questionnaire was developed to assess nutrition knowledge and dietary habit. Nutrient intakes and body shape perceptions were measured using 24-hour recall method and self-ratings of body shape figures, respectively. The education program was conducted in various ways, focused on healthy dietary behavior, nutrients' roles and sources, and proper body shape perceptions, etc. After the education program, nutrition knowledge and dietary habit were significantly improved. Dietary habit scores were significantly and positively related to nutrition knowledge levels. Body shape perceptions were significantly and properly changed after the program. Dissatisfaction with perceived current body shape and discrepancy between shapes desired and considered healthy were significantly decreased. But girls still indicated a desire to be leaner than shapes which were perceived current and considered healthy. Nutrient intakes were partly improved by the program, but some nutrients, such as calcium, folate, zinc, sodium and niacin, were still remained deficient or excessive. These findings indicate that enhancement of nutrition knowledge is extended to the improvement of dietary habit. In addition, establishment of proper body shape perception is closely related to healthy dietary habits and is required to good nutrition and health.

Development of the Teaching-Learning Process Plan for Process-Based Assessment in Home Economics of Middle School: Focusing on the Life Design Unit (과정 중심 평가를 위한 중학교 가정과 교수·학습과정안 개발: 생애설계 단원을 중심으로)

  • Ko, Eun Mi;Heo, Young Sun;Chae, Jung Hyun
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.101-127
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    • 2021
  • The purpose of this study is to design and develop a teaching-learning process plan for process-based assessment, focusing on the unit related to life design in middle school home economics(HE: Home Economics part of 「Technology and Home Economics」), to propose a feedback plan after implementing it, and to evaluate the plan through participatory observation and interviews. The student reflection journals, teacher's class journals, participatory observation journals, interviews, and performance tasks, were collected and analyzed to provide foundational date to be utilized for feedback to students, and class improvement. The research results are as follows: First, the developed teaching-learning process plan consists of a total of 8 sessions, i.e. 2 sessions for each of the four learning themes, under the practical question of "What should I do to live the life I want?" The portfolio was composed of five evaluation topics and for evaluation, oral presentation, observational evaluation, self-assessment, and peer evaluation were considered. Second, during the class, feedback from teachers, feedback from fellow students, feedback through results, and a plan to record them were provided. Third, from the analysis of collected data including observation journals and interviews, it was apparent that the students recognized the necessity of process-based assessment after the class, and students acknowledged that through the process-based evaluation in which they are evaluated on the efforts they made and provided with feedbacks, they participated more in class, and it lead them to experience a sense of growth and a feeling that they took a step forward into their future. Teachers suggested that the class through feedback was suitable for the unit and the capacity of the class, but the difficulty they experienced in giving feedback was presented as a disadvantage. For the process-based assessment, follow-up research is needed on various ways to provide feedback on-line and off-line through changes in the perception of assessment.

Intergenerational analysis of family values among Korean mothers: With specific focus on values of children, socialization attitudes, and support of elderly parents (한국 세대별 어머니 집단의 가족관련 가치의식 비교: 자녀가치와 양육태도 및 부모부양을 중심으로)

  • Uichol Kim;Young-Shin Park;Yong-Eun Kwon
    • Korean Journal of Culture and Social Issue
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    • v.11 no.1
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    • pp.109-142
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    • 2005
  • This paper examines the changes in family values in Korea by examining values of children, socialization values, and social support of elderly parents with young and olders mothers. A total of 314 mothers of infants (young mothers) and 395 mothers of adolescents (older mothers) completed a questionnaire compiled by Schwarz, Chakkarath, Trommsdorff, Schwenk and Nauck(2001) comprising of values of children, cultural values, socialization values, interpersonal relationship, social support, stress, and life-satisfaction. In terms of values of children, the older mothers are more likely to emphasize social values, such as continuing the family line. Young mothers are more likely to emphasize psychological values, such as the pleasure of seeing a child grow. As for reasons for net wanting to have children, young mothers are more likely to point out personal constraints than older mothers, such as restriction of freedom. Second, older mothers are more likely than young mothers to express willingness to provide support for their children and even when their children become adults. Older mothers had a more lenient expectation of their children in terms developmental timetable and to expect support from their children when compared with young mothers. Young mothers are more likely to socialize their children with greater warmth and at the same time have higher child-rearing stress when compared to older mothers. Third, when compared with older mothers, young mothers are more likely to receive practical and emotional support from their parents. On the other hand, older mothers are more likely to provide greater practical and emotional support to their parents than the young mothers. Overall, compared to young mothers, older mothers are more likely to hold traditional and conservative values of children and socialization values. These contrasting values reflect the changes in family structure and social change that have been progressing rapidly in recent years.

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Enhanced Anaerobic Degradation of Food Waste by Employing Rumen Microorganisms (Rumen 미생물을 이용한 주방폐기물 혐기성소화의 효율증진 방안)

  • Shin, Hang-Sik;Song, Young-Chae;Son, Sung-Sub;Bae, Byung-Uk
    • Journal of the Korea Organic Resources Recycling Association
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    • v.1 no.1
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    • pp.103-113
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    • 1993
  • Every year, over $3.37{\times}10^7$ ton of municipal solid waste is generated in Korea, of which about 28% is organic food waste from restaurant, dining halls and households etc. Methane conversion of the food waste by anaerobic digestion could be a viable approach for energy recovery as well as safe disposal of the waste. However, as food waste is composed of highmolecular complex polymers such as cellulose, lignin and protein, anaerobic digestion of food waste has not been efficient in terms of volumetric loading rate, solid retention time and extent of anaerobic degradation. In this research, the improved anaerobic degradation of food waste was attemped by applying rumen microorganisms to anaerobic digestion. Acidification efficiency of food waste by rumen microorganisms was compared with that of conventional acidogenesis. And optimum acidification conditions by rumen microorganisms were also determined. For the experiments, anaerobic batch reactors of 600 mL was fed with the processed (dried and milled) food waste obtained from a restaurant. Ultimate volatile fatty acid (VFA) yield produced by rumen microorganisms was about 8.4 meq VFA/g volatile solid (VS) that is 95% of the theoretical value. This yield was not much different from that of conventional acidogenesis, but hydrolysis rate was about twice faster. Cumulative VFA concentration increased from 66 meq/L to 480 meq/L, when the initial TS was increased from 1% to 15%. But VFA yield at 15% TS was half of that at 1% TS. This inhibition on the acidification might be caused by the rapid drop of pH and higher concentration of nonionized VFA. Optimal pH and temperature range for the acidification were about 6.0~7.5 and $35{\sim}45^{\circ}C$, respectively.

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Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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